Aaron Strife said:
(late but whatever this was just bumped)
I think what Sonic Team could do in the next Sonic game is have exploration/platforming based levels (like this one) and speed based levels (with light platforming/puzzles), and have separate control schemes for each one.
You know how in the hub worlds (not the entrance stages, the hubs themselves), Sonic's speed is capped much lower than it normally is, and you can't boost? That control scheme would apply to the exploration levels.
Or hey, how about having these levels serve as the hub worlds. Scattered around would be portals to the actual levels (2-3 "main" acts per stage), bosses, bonus rounds, etc. and some of the locals would have missions for you. You'd need to complete a certain number of missions in order to progress (but not all of them, there's some pick and choose here), and there'd be bridge levels between the hubs. Sort of like how the original Jak and Daxter was set up.
Just traversing the various hubs could be an adventure in and of itself and take a good couple of hours to complete.
Sonic Team kind of did that with
Sonic 2006, though. Each level was divided up in to "portions" separated by a loading screen and you'd have the normal sort of Sonic-Adventure-y parts that were quick but focused more on platforming and fighting enemies, and then it would switch to these horrifying "mach speed zone" sections where Sonic accelerates on his own and you have to steer him through oncoming obstacles.
Sonic Unleashed also kind of does that, in way. Sonic Unleashed actually has at least 2-4 control "modes" for daytime Sonic that it very quietly and very discreetly tries to switch between. Each one has slightly different handling and steering sensitivity. The only way you can tell the difference is if you try to slow down and/or stop moving during a high speed sequence. As far as I can tell, they are:
- Total control of Sonic - can move in any direction, can stop at any time.
- Half control of Sonic - Emphasizes the player go in a specific direction. While moving quickly, player can only strafe side-to-side. If the player stops moving, he gets total control of Sonic until he accelerates up to a quick speed. Usually used for long straightaways (barrel sequence in Rooftop Run).
- Limited control of Sonic - Player cannot stop or slow down. Can only strafe left and right. Used in "chase" sequences and bosses.
- Very Little Control over Sonic - Player moves in a pre-determined direction with no side-to-side movement. Can only go forwards or backwards. Used for scripted sequences and the 2D Camera Angle.
- No Control over Sonic - Player cannot do anything to Sonic but watch.
It would be fine if, in "total control of Sonic" mode, Sonic didn't move with quite so much momentum. I get that Sonic is momentum based, but he just feels too heavy.
Also, with the way Sonic Unleashed is so focused on giving the player tons of boost (to the point where, unless you are in a tight space, you should
always be boosting), it would be nice if Sonic's speed was capped a little slower when he was not boosting. In the Sonic Unleashed video I captured and linked there, you'll notice I keep stopping because Sonic was starting to accelerate up a little too fast.
If I had more control when I wasn't boosting, that would be fine. Of course, that goes back to something else I said in
another thread...